Description:
A new sandbox, a new Dynamic mission!
I was aiming for a rawer, tougher challenge than Dynamic War. However the original plan really wasn't coming together so what I've done is re-invent the wheel. There's (hopefully) enough changes to make it worthwhile playing

Features:
Currently has 8 different missions with over 50 locations.
Player can be captured and has to escape
Custom OnPlayerKilled camera
Custom Music
First aid sim
Ambient combat
civilians
civilian vehicles
Ups script
Additional AI patrols

Installation:
Extract the .pbo file(s) to your ArmA2\Missions folder.

Notes:
If you are heavily injured in battle you will be captured. You will be in an enemy camp without any equipment. When you pick up a gun or get away from the camp you will be considered hostile and attacked. Get back to a Warlord to complete the mission and start again. Don't forget to pick up a map and compass!

Known issues:
Mission text and descriptions are a tad "dry", still learning how to do the objective/briefing thing.

There are a whole bunch of new commands in AAII and some of the old commands are used differently so I am a fish out of
water at the moment (even more than usual!).

Not sure if the player should be a Resistance fighter or Blufor behind the lines helping the resistance.

I'm not entirely convinced by the First aid modules as the detection can be erratic for capturing but it'll have to
do and it maybe partly my fault.

And yes, I am still using SQS.

To do:
Expand the mission somehow. More mission types=good!
Look at adding High Command facility

Beta 0.25 Isla Duala Version
- Fixed: West AI not being set
- Change: Attempt at making sure mission critical AI don't run halfway across the island.
- Change: Lowered requirements for support options
- Known UPSMON error after reload
- Known Occassional awareness error message.

Beta 0.22
- Removed: Unstick civilian car script
- Added: Teamswitch, mainly to try and fix misbehaving AI
- Added: Actions on Ambush and Convoy to get the AI to properly hold fire. :/
- Added: Patrols for both sides around the island
- Added: Added triggers to teleport AI drivers over tricky bridges. I suspect this is part of the cause of the civilian morale to drop so rapidly as drivers were getting killed.
- Added: An alternative rating system due to teamswitch dilemmas
- Fixed: Some Res weren't adding to the AI monitor
- Fixed: Unrequired spawns
- Change: Player can no longer choose how many cars, it's dependant on morale like East/Res
- Change: Transported all the variables over to a logic

Beta 0.20
- Added: Eventhandler to remove vehicles that player has entered from the stuff to delete.
- Fixed: Civilian lose in main script
- Change: Slight mod of stats again.

Beta 0.19
- Added: A really simple intro. It probably never ends and it's pretty lame but it's more a placeholder.
- Added: Smoke shell artillery for both sides
- Added: Additional End Lose for losing Civilian Morale, watch the friendly fire.
- Change: Stat tweak in eventhandlers
- Change: Limit artillery quantities and overhaul of artillery script
- Change: Disabled CombatFormationSoft to see if helps with the wandering loon problem
- Change: More tweaks to the AI script
- Fixed: Incoming artillery fire sound
- Fixed: Radio disappearing of map screen after reload
- Fixed: Helo always crashing after drop off...mostly
- Known Occassionally AI units can lose their head and walk away from you ignoring orders. Currently I don't have a fix for this. :/
All I can recommend is reloading the last savegame.

Beta 0.18
- Added: Requiredversion check for 1.05 as new commands are used.
- Added: An additional break out to the Helo script just in case
- Added: A little surprise on the Raid mission
- Added: Artillery. Both sides have 3 artillery positions that AI can call it in. If the player calls in artillery and AI are using it the player will have to wait until it's free.
- Added: Distance check to mission complete, no just using the artillery!
- Change: Delay on Unstick civilian car
- Change: Tinker with onplayerkilled camera
- Change: Tinker with Helo script
- Change: Added camera to unconscious script
- Change: Name change, I completely forgot about the Warfare mode in Arma!
- Change: CAS choppers are now only spawned on radio command. This stops the take off at start, shot down in 30 seconds loop they're in at the moment.
- Fixed: Replacement units now not spawned on Medic's roof.
- Fixed: Dumb mofos in ambush mission

Beta 0.1
- Change: Rewritten Spawn scripts
- Change: Action trigger
- Change: Purging units on mission over
- Change: Removed Messenger mission
- Change: Previous mission locations added to the patrol array
- Added: Starting to keep track of stats
- Added: Stats effect spawning/skill etc
- Added: Ambush Mission
- Added: Attempts system where instead of dying the player has to escape from an enemy camp to continue. By no means an easy way out!
- Added: If the player is unconscious and no more AI in the group are alive, the player will be captive.
- Fixed: Missions exiting when player is captive
- Fixed: Unit variables transferred over on respawn
- Fixed: A whole bunch of other stuff!

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